use a wrapper for exiting instead of just calling exit()

this might also fix the webgl build issue
This commit is contained in:
fgsfds 2020-05-17 19:46:30 +03:00
parent 62cc4620ec
commit ece7649b4b
5 changed files with 50 additions and 58 deletions

View file

@ -29,8 +29,7 @@
#include "course_table.h"
#include "thread6.h"
#include "../../include/libc/stdlib.h"
#include "../pc/configfile.h"
#define CONFIG_FILE "sm64config.txt"
#include "../pc/pc_main.h"
#include "pc/cliopts.h"
@ -1024,32 +1023,23 @@ s32 play_mode_paused(void) {
raise_background_noise(1);
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
set_play_mode(PLAY_MODE_NORMAL);
}
} else if (gPauseScreenMode == 2) {
// Exit level
else if (gPauseScreenMode == 2) {
if (gDebugLevelSelect) {
fade_into_special_warp(-9, 1);
}
else {
} else {
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
gSavedCourseNum = COURSE_NONE;
}
} // end of gPauseScreenMode == 2 for "EXIT COURSE" option
if (gPauseScreenMode == 3) { // We should only be getting "int 3" to here
} else if (gPauseScreenMode == 3) {
// We should only be getting "int 3" to here
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
//configfile_save(CONFIG_FILE);
exit(0); // Appears to automatically save config on exit!
game_exit();
}
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
// }
return 0;
}

View file

@ -29,8 +29,7 @@
#include "dialog_ids.h"
#include "thread6.h"
#include "../../include/libc/stdlib.h"
#include "../pc/configfile.h"
#define CONFIG_FILE "sm64config.txt"
#include "../pc/pc_main.h"
// TODO: put this elsewhere
enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE };
@ -263,17 +262,11 @@ void handle_save_menu(struct MarioState *m) {
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
fade_into_special_warp(-2, 0); // reset game
}
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
//configfile_save(CONFIG_FILE); //Redundant, save_file implies save_config? Save config file before fully exiting
} else if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
//fade_into_special_warp(-2, 0); // do the reset game thing
exit(0); // exit after saving game
game_exit();
}
}
// not quitting

View file

@ -16,6 +16,7 @@
#include "game/game_init.h"
#include "game/ingame_menu.h"
#include "game/options_menu.h"
#include "pc/pc_main.h"
#include "pc/cliopts.h"
#include "pc/configfile.h"
#include "pc/controller/controller_api.h"
@ -161,7 +162,7 @@ struct SubMenu {
/* button action functions */
static void optmenu_act_exit(UNUSED struct Option *self, s32 arg) {
if (!arg) exit(0); // only exit on A press and not directions
if (!arg) game_exit(); // only exit on A press and not directions
}
/* submenu option lists */

View file

@ -18,6 +18,7 @@
#include "audio/audio_sdl.h"
#include "audio/audio_null.h"
#include "pc_main.h"
#include "cliopts.h"
#include "configfile.h"
#include "controller/controller_api.h"
@ -46,13 +47,11 @@ void dispatch_audio_sptask(struct SPTask *spTask) {
void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *queue, OSMesg *msg) {
}
static uint8_t inited = 0;
static bool inited = false;
#include "game/display.h" // for gGlobalTimer
void send_display_list(struct SPTask *spTask) {
if (!inited) {
return;
}
if (!inited) return;
gfx_run((Gfx *)spTask->task.t.data_ptr);
}
@ -92,11 +91,19 @@ void audio_shutdown(void) {
}
}
void game_shutdown(void) {
void game_deinit(void) {
configfile_save(gCLIOpts.ConfigFile);;
controller_shutdown();
audio_shutdown();
gfx_shutdown();
inited = false;
}
void game_exit(void) {
game_deinit();
#ifndef TARGET_WEB
exit(0);
#endif
}
#ifdef TARGET_WEB
@ -128,6 +135,7 @@ static void on_anim_frame(double time) {
}
}
if (inited) // only continue if the init flag is still set
request_anim_frame(on_anim_frame);
}
#endif
@ -138,12 +146,7 @@ void main_func(void) {
gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
configfile_load(gCLIOpts.ConfigFile);
atexit(game_shutdown);
#ifdef TARGET_WEB
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#endif
wm_api = &gfx_sdl;
rendering_api = &gfx_opengl_api;
gfx_init(wm_api, rendering_api);
@ -159,16 +162,14 @@ void main_func(void) {
sound_init();
thread5_game_loop(NULL);
inited = true;
#ifdef TARGET_WEB
/*for (int i = 0; i < atoi(argv[1]); i++) {
game_loop_one_iteration();
}*/
inited = 1;
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#else
inited = 1;
while (1) {
wm_api->main_loop(produce_one_frame);
}
#endif
}

7
src/pc/pc_main.h Normal file
View file

@ -0,0 +1,7 @@
#ifndef _PC_MAIN_H
#define _PC_MAIN_H
void game_deinit(void);
void game_exit(void);
#endif // _PC_MAIN_H